The contents of the treasure; item names in italics indicate item which cannot be purchased, but which may be dropped by monsters or upgraded from purchased weapons or accessories; names in bold italics indicate items that can only be found or upgraded from other weapons or accessories that can only be found, and are therefore limited in number

The contents of the treasure; item names in italics indicate item which cannot be purchased, but which may be dropped by monsters or upgraded from purchased weapons or accessories; names in bold italics indicate items that can only be found or upgraded from other weapons or accessories that can only be found, and are therefore limited in number

Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses

A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0

When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%

A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance

Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses

A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0

When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%

A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance

Rare accessories cannot be purchased but may be dropped by monsters or upgraded from purchased accessories; unique accessories can only be found or upgraded from other unique accessories, and are therefore limited in number

For accessories with a numerical bonus, this indicates the range that the bonus may grant; for accessories that can only be created via upgrade, the low end of this range is based on the level the new accessory will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the bonus

Some accessories may contribute towards a synthesized ability; you will need to equip more than one accessory or weapon with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page

The amount of gil you would receive for selling the accessory to a retail shop at its minimum level; value increases as the accessory gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value

Each accessory has an associated rank, which determines how much experience the accessory gains from components of any given rank; a higher-rank accessory typically requires more or higher-quality components to upgrade

The number of times this accessory can be upgraded; the accessory actually has one more level than the number listed, the master level, which is indicated by a ✩; note that for accessories that must be created viw upgrade, some lower levels cannot actually be reached, since the accessory is created at a higher level

The total amount of experience required to take this accessory from zero experience at level 1 to level ✩; the full value is listed even for accessories that only appear above level 1 because the amount of experience accumulated on a master accessory is carried over when it is upgraded; for a breakdown of exactly how much experience is required to master an accessory from any given level, view its information page

Rare accessories cannot be purchased but may be dropped by monsters or upgraded from purchased accessories; unique accessories can only be found or upgraded from other unique accessories, and are therefore limited in number

For accessories with a numerical bonus, this indicates the range that the bonus may grant; for accessories that can only be created via upgrade, the low end of this range is based on the level the new accessory will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the bonus

Some accessories may contribute towards a synthesized ability; you will need to equip more than one accessory or weapon with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page

The amount of gil you would receive for selling the accessory to a retail shop at its minimum level; value increases as the accessory gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value

Each accessory has an associated rank, which determines how much experience the accessory gains from components of any given rank; a higher-rank accessory typically requires more or higher-quality components to upgrade

The number of times this accessory can be upgraded; the accessory actually has one more level than the number listed, the master level, which is indicated by a ✩; note that for accessories that must be created viw upgrade, some lower levels cannot actually be reached, since the accessory is created at a higher level

The total amount of experience required to take this accessory from zero experience at level 1 to level ✩; the full value is listed even for accessories that only appear above level 1 because the amount of experience accumulated on a master accessory is carried over when it is upgraded; for a breakdown of exactly how much experience is required to master an accessory from any given level, view its information page

Rare components cannot be purchased, but may be dropped by monsters or found in other ways; premium catalysts are sold at exorbitant prices and are generally easier to find than buy; money components are not intended for use in upgrades, but rather to be sold in shops for a profit

Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form

This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.

Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items

This column shows different effects of the multiplier bonus for this component; organic components have a positive bonus, while mechanical components have a penalty; whenever a weapon or accessory's total multiplier bonus reaches a certain level, its experience multiplier will change; you can select to see the number of components it will require to go from no bonus to any particular multiplier (×1.25, ×1.5, ×1.75, ×2, ×3); note that if any of these options are selected, mechanical components will have no value, since no number of them will increase your bonus; clicking the ◊ icon will allow you to sort by these values.

The ratio of experience gained to gil value of the component for the currently selected experience value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; this column is hidden when viewing base experience, because it is not an accurate measure; as a general rule, you want to buy mechanical components with as high an efficiency rating as possible; any mechanical component with an efficiency less than half of the highest purchaseable component should optimally be sold rather than used for experience; this value is of minimal importance for organic components

For organic components, this is the ratio of multiplier bonus to gil value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; as a general rule, you want to buy organic components with as high an efficiency rating as possible; any organic component with an efficiency less than half of the highest purchaseable component should probably be sold rather than used to increase a multiplier

Rare components cannot be purchased, but may be dropped by monsters or found in other ways; premium catalysts are sold at exorbitant prices and are generally easier to find than buy; money components are not intended for use in upgrades, but rather to be sold in shops for a profit

Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form

This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.

Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items

This column shows different effects of the multiplier bonus for this component; organic components have a positive bonus, while mechanical components have a penalty; whenever a weapon or accessory's total multiplier bonus reaches a certain level, its experience multiplier will change; you can select to see the number of components it will require to go from no bonus to any particular multiplier (×1.25, ×1.5, ×1.75, ×2, ×3); note that if any of these options are selected, mechanical components will have no value, since no number of them will increase your bonus; clicking the ◊ icon will allow you to sort by these values.

The ratio of experience gained to gil value of the component for the currently selected experience value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; this column is hidden when viewing base experience, because it is not an accurate measure; as a general rule, you want to buy mechanical components with as high an efficiency rating as possible; any mechanical component with an efficiency less than half of the highest purchaseable component should optimally be sold rather than used for experience; this value is of minimal importance for organic components

For organic components, this is the ratio of multiplier bonus to gil value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; as a general rule, you want to buy organic components with as high an efficiency rating as possible; any organic component with an efficiency less than half of the highest purchaseable component should probably be sold rather than used to increase a multiplier

Once you have completed at least two missions started at a waystone, you may freely teleport between the stones of any waystone missions you've completed; completing the mission associated with a paling stone will result in a barrier on the world map being removed, allowing access to a new area

Once you have completed at least two missions started at a waystone, you may freely teleport between the stones of any waystone missions you've completed; completing the mission associated with a paling stone will result in a barrier on the world map being removed, allowing access to a new area

About the Reference Column

The Reference Column is a convenience feature that will appear if your browser has enough space to show it. A list of every card referenced on the page will appear here, and you can use them as a quick reference to get more details about anything listed on the page. You can also perform searches with this column.

Each time you look at a new card, all the cards it references are added to the Reference Column as well. In this way, you can find all the information you might need for a particular area, item, or monster without ever leaving the page! If you click on any link on a card in the Reference Column, the column will scroll to that card rather than opening a new page. You can always click a card header to open that card's page.

The "Links Scroll Column" checkbox will determine whether clicking links outside the Reference Column will scroll the Reference Column (when checked) or simply load the linked page (when unchecked). This feature is only on by default on individual card pages.

Quick Find results will be added to the current list. Click "Quick Find" again to cycle through the results for the current search.